Standalone [1.4.0.5] Terraria Leveled RPG mod

Unleveled, like last time will be the first update. But this one will be much quicker.
I don't know how long it'll take me to get Leveled updated, but since there's no new content, it shouldn't take TOO long...

Just know I probably won't be starting on the update for a little while. (less than a week, unless something comes up)
 
Lol.
Anyways, Unleveled development might start today. So, keep an ear open if you're interested in that version.
Leveled development will be a bit after Unleveled is released to see how stable it is.

I just got a job today so I'm pretty happy at the moment.
 
Lol.
Anyways, Unleveled development might start today. So, keep an ear open if you're interested in that version.
Leveled development will be a bit after Unleveled is released to see how stable it is.

I just got a job today so I'm pretty happy at the moment.

ahh congrats on getting a job finally <3
 
Just a quick question, you don't mention how to input worlds and only say how to import characters into the mod from the Original. When I try to import my world it gives me an error message, this one.
 

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Alright, this silence needs to stop. ;)

I have some big plans for the next update, but I need opinions. I plan on redoing the class system. But what I have planned is... a little complicated to say, and pull off.
Let me try to be as simple as possible on the idea.

Okay, so what my idea consists of, is a new stat chart. A Radar Chart.
Now, stat points are going to be MUCH more defined with this idea, and will play a huge roll in what spec you want to be. But this doesn't mean I'm doing away with stats gained by leveling up. They're still there, but are gained MUCH less frequently. So, you have 108 base ranged at level 100? Well, since there won't be any spec to choose at character creation, everyone starts balanced. So, on average, a balanced character has at most 80 in a stat at level 100. Well, at level 100, these stats go down to around 32. I don't quite know yet, since balancing will be needed.

Now, hear me out! This is where the stat chart comes in.
You no longer gain 1 status point every 6 levels, instead, you'll gain about 7 at level 2, and at level 90, anywhere around...80 - 130. (Like i said, balance will be needed, this is just a concept for now.) So, the higher your level, the more points per level. These points can no longer applied to your base stats.
The chart will be on a Hexagon, and will have 6 stats you can dump points in to. These stats will have, "EXP," and will gain 1 "EXP" for 1 stat point. When enough points are put in, that stat will level up, and you'll possibly gain an ability, AP boost, or stat boost! Chart stats have a maximum level of 30, each.

Base stats will increase as you give Status Points to a stat in the chart. Not just leveling it up will raise stats, it just has the possibility of raising a stat more!
Abilities are no longer gained by leveling up, but rather leveling up stats on the grid. This gives players a feel of building a class.
AP is no longer gained through leveling up.
There's also the possibility of gaining Abilities, AP boosts, and stat boosts from combined stat levels! For example: Strength + Vitality Lv = 15 = New Bonus!

The chart will rotate, so that you can choose which one you want to increase. Whichever stat is at the top, that's the one that's selected. You can click on the stat you want to increase and it'll auto rotate to the top, so no scrolling needed!
This is also to have a friendly interface for controller support.

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tl;dr
READ IT!

Alright guys, give me your honest thoughts about this, and if I explained it well enough to understand the concept.
 
@gotest This is a great idea IMO. Speaking of leveling up certain stats, I just had an idea that when you keep using a certain weapon, your stat (% damage, etc.) for that particular weapon type will increase.
 
@gotest This is a great idea IMO. Speaking of leveling up certain stats, I just had an idea that when you keep using a certain weapon, your stat (% damage, etc.) for that particular weapon type will increase.

You mean like achievements or progression for a weapon? Like kill 100 enemies and your stats will increase. If so I would like it as well. I guess it just would need some balancing though, i.e. monsters must be max 5 levels under you or you could farm statues or whatever.
 
Although that kind of stuff may be stuck behind the abilities (will be a lot more of them this upcoming version), we are trying to keep it within the system.

If it was fixed values like accessory prefixes, then there could be a slight chance. It'd more than a hassle as it is, and could break the game's balance.
 
I'm digging this idea!..it will give a more better outlook on what a person wants to build.. but i do recommend the ability to reset your Skill points if say someone makes a mistake so they don't have to make a entirely new character.
 
So, let go over this to see if I understand:

Specializations on character creation are gone.
Most preselected stat gains on leveling are gone.
The frequency and quantity of spendable stat gains is through the roof.
There are diminishing returns on leveling stats, in that it costs more points the higher level they are.
The six stats are Melee, Ranged, Magic, Summon, Throwing, and Defense (albeit with different names).
AP and abilities are awarded at fixed levels in a given stat, or combination of stats.


Sounds like a good idea to me. It reduces random variation between characters, and gives more control to players, both of which are things I like.
Past experience with games that allowed a lot of customization, however, compels me to warn you that balancing can be a real pain. It's easy to end up with specialists obliterating/tanking everything, or jacks of all trades failing at all of them.
Also, will some of the abilities be universal (gained at a certain combined level of all six stats)? Some of the current ones, such as Scan, seem like they should be available to everyone.
 
So, let go over this to see if I understand:

Specializations on character creation are gone.
Most preselected stat gains on leveling are gone.
The frequency and quantity of spendable stat gains is through the roof.
There are diminishing returns on leveling stats, in that it costs more points the higher level they are.
The six stats are Melee, Ranged, Magic, Summon, Throwing, and Defense (albeit with different names).
AP and abilities are awarded at fixed levels in a given stat, or combination of stats.


Sounds like a good idea to me. It reduces random variation between characters, and gives more control to players, both of which are things I like.
Past experience with games that allowed a lot of customization, however, compels me to warn you that balancing can be a real pain. It's easy to end up with specialists obliterating/tanking everything, or jacks of all trades failing at all of them.
Also, will some of the abilities be universal (gained at a certain combined level of all six stats)? Some of the current ones, such as Scan, seem like they should be available to everyone.
I wanted scan to be available to everyone, but I hadn't really thought of an appropriate way of doing it. Your idea is spot on. A combined level of 12 (6 Level ups) of ALL stats should award the ability.

Well, this is going to be one of the most difficult implementations to Leveled I've ever done. It will take a lot of time though, with me not having a lot of free time between work and school.
 
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